/** * @file llkeyframestandmotion.cpp * @brief Implementation of LLKeyframeStandMotion class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Header Files //----------------------------------------------------------------------------- #include "linden_common.h" #include "llkeyframestandmotion.h" #include "llcharacter.h" //----------------------------------------------------------------------------- // Macros and consts //----------------------------------------------------------------------------- #define GO_TO_KEY_POSE 1 #define MIN_TRACK_SPEED 0.01f const F32 ROTATION_THRESHOLD = 0.6f; const F32 POSITION_THRESHOLD = 0.1f; //----------------------------------------------------------------------------- // LLKeyframeStandMotion() // Class Constructor //----------------------------------------------------------------------------- LLKeyframeStandMotion::LLKeyframeStandMotion(const LLUUID &id) : LLKeyframeMotion(id) { mFlipFeet = FALSE; mCharacter = NULL; // create kinematic hierarchy mPelvisJoint.addChild( &mHipLeftJoint ); mHipLeftJoint.addChild( &mKneeLeftJoint ); mKneeLeftJoint.addChild( &mAnkleLeftJoint ); mPelvisJoint.addChild( &mHipRightJoint ); mHipRightJoint.addChild( &mKneeRightJoint ); mKneeRightJoint.addChild( &mAnkleRightJoint ); mPelvisState = NULL; mHipLeftState = NULL; mKneeLeftState = NULL; mAnkleLeftState = NULL; mHipRightState = NULL; mKneeRightState = NULL; mAnkleRightState = NULL; mTrackAnkles = TRUE; mFrameNum = 0; } //----------------------------------------------------------------------------- // ~LLKeyframeStandMotion() // Class Destructor //----------------------------------------------------------------------------- LLKeyframeStandMotion::~LLKeyframeStandMotion() { } //----------------------------------------------------------------------------- // LLKeyframeStandMotion::onInitialize() //----------------------------------------------------------------------------- LLMotion::LLMotionInitStatus LLKeyframeStandMotion::onInitialize(LLCharacter *character) { // save character pointer for later use mCharacter = character; mFlipFeet = FALSE; // load keyframe data, setup pose and joint states LLMotion::LLMotionInitStatus status = LLKeyframeMotion::onInitialize(character); if ( status == STATUS_FAILURE ) { return status; } // find the necessary joint states LLPose *pose = getPose(); mPelvisState = pose->findJointState("mPelvis"); mHipLeftState = pose->findJointState("mHipLeft"); mKneeLeftState = pose->findJointState("mKneeLeft"); mAnkleLeftState = pose->findJointState("mAnkleLeft"); mHipRightState = pose->findJointState("mHipRight"); mKneeRightState = pose->findJointState("mKneeRight"); mAnkleRightState = pose->findJointState("mAnkleRight"); if ( !mPelvisState || !mHipLeftState || !mKneeLeftState || !mAnkleLeftState || !mHipRightState || !mKneeRightState || !mAnkleRightState ) { llinfos << getName() << ": Can't find necessary joint states" << llendl; return STATUS_FAILURE; } return STATUS_SUCCESS; } //----------------------------------------------------------------------------- // LLKeyframeStandMotion::onActivate() //----------------------------------------------------------------------------- BOOL LLKeyframeStandMotion::onActivate() { //------------------------------------------------------------------------- // setup the IK solvers //------------------------------------------------------------------------- mIKLeft.setPoleVector( LLVector3(1.0f, 0.0f, 0.0f)); mIKRight.setPoleVector( LLVector3(1.0f, 0.0f, 0.0f)); mIKLeft.setBAxis( LLVector3(0.05f, 1.0f, 0.0f)); mIKRight.setBAxis( LLVector3(-0.05f, 1.0f, 0.0f)); mLastGoodPelvisRotation.loadIdentity(); mLastGoodPosition.clearVec(); mFrameNum = 0; return LLKeyframeMotion::onActivate(); } //----------------------------------------------------------------------------- // LLKeyframeStandMotion::onDeactivate() //----------------------------------------------------------------------------- void LLKeyframeStandMotion::onDeactivate() { LLKeyframeMotion::onDeactivate(); } //----------------------------------------------------------------------------- // LLKeyframeStandMotion::onUpdate() //----------------------------------------------------------------------------- BOOL LLKeyframeStandMotion::onUpdate(F32 time, U8* joint_mask) { //------------------------------------------------------------------------- // let the base class update the cycle //------------------------------------------------------------------------- BOOL status = LLKeyframeMotion::onUpdate(time, joint_mask); if (!status) { return FALSE; } LLVector3 root_world_pos = mPelvisState->getJoint()->getParent()->getWorldPosition(); // have we received a valid world position for this avatar? if (root_world_pos.isExactlyZero()) { return TRUE; } //------------------------------------------------------------------------- // Stop tracking (start locking) ankles once ease in is done. // Setting this here ensures we track until we get valid foot position. //------------------------------------------------------------------------- if (dot(mPelvisState->getJoint()->getWorldRotation(), mLastGoodPelvisRotation) < ROTATION_THRESHOLD) { mLastGoodPelvisRotation = mPelvisState->getJoint()->getWorldRotation(); mLastGoodPelvisRotation.normQuat(); mTrackAnkles = TRUE; } else if ((mCharacter->getCharacterPosition() - mLastGoodPosition).magVecSquared() > POSITION_THRESHOLD) { mLastGoodPosition = mCharacter->getCharacterPosition(); mTrackAnkles = TRUE; } else if (mPose.getWeight() < 1.f) { mTrackAnkles = TRUE; } //------------------------------------------------------------------------- // propagate joint positions to internal versions //------------------------------------------------------------------------- mPelvisJoint.setPosition( root_world_pos + mPelvisState->getPosition() ); mHipLeftJoint.setPosition( mHipLeftState->getJoint()->getPosition() ); mKneeLeftJoint.setPosition( mKneeLeftState->getJoint()->getPosition() ); mAnkleLeftJoint.setPosition( mAnkleLeftState->getJoint()->getPosition() ); mHipLeftJoint.setScale( mHipLeftState->getJoint()->getScale() ); mKneeLeftJoint.setScale( mKneeLeftState->getJoint()->getScale() ); mAnkleLeftJoint.setScale( mAnkleLeftState->getJoint()->getScale() ); mHipRightJoint.setPosition( mHipRightState->getJoint()->getPosition() ); mKneeRightJoint.setPosition( mKneeRightState->getJoint()->getPosition() ); mAnkleRightJoint.setPosition( mAnkleRightState->getJoint()->getPosition() ); mHipRightJoint.setScale( mHipRightState->getJoint()->getScale() ); mKneeRightJoint.setScale( mKneeRightState->getJoint()->getScale() ); mAnkleRightJoint.setScale( mAnkleRightState->getJoint()->getScale() ); //------------------------------------------------------------------------- // propagate joint rotations to internal versions //------------------------------------------------------------------------- mPelvisJoint.setRotation( mPelvisState->getJoint()->getWorldRotation() ); #if GO_TO_KEY_POSE mHipLeftJoint.setRotation( mHipLeftState->getRotation() ); mKneeLeftJoint.setRotation( mKneeLeftState->getRotation() ); mAnkleLeftJoint.setRotation( mAnkleLeftState->getRotation() ); mHipRightJoint.setRotation( mHipRightState->getRotation() ); mKneeRightJoint.setRotation( mKneeRightState->getRotation() ); mAnkleRightJoint.setRotation( mAnkleRightState->getRotation() ); #else mHipLeftJoint.setRotation( mHipLeftState->getJoint()->getRotation() ); mKneeLeftJoint.setRotation( mKneeLeftState->getJoint()->getRotation() ); mAnkleLeftJoint.setRotation( mAnkleLeftState->getJoint()->getRotation() ); mHipRightJoint.setRotation( mHipRightState->getJoint()->getRotation() ); mKneeRightJoint.setRotation( mKneeRightState->getJoint()->getRotation() ); mAnkleRightJoint.setRotation( mAnkleRightState->getJoint()->getRotation() ); #endif // need to wait for underlying keyframe motion to affect the skeleton if (mFrameNum == 2) { mIKLeft.setupJoints( &mHipLeftJoint, &mKneeLeftJoint, &mAnkleLeftJoint, &mTargetLeft ); mIKRight.setupJoints( &mHipRightJoint, &mKneeRightJoint, &mAnkleRightJoint, &mTargetRight ); } else if (mFrameNum < 2) { mFrameNum++; return TRUE; } mFrameNum++; //------------------------------------------------------------------------- // compute target position by projecting ankles to the ground //------------------------------------------------------------------------- if ( mTrackAnkles ) { mCharacter->getGround( mAnkleLeftJoint.getWorldPosition(), mPositionLeft, mNormalLeft); mCharacter->getGround( mAnkleRightJoint.getWorldPosition(), mPositionRight, mNormalRight); mTargetLeft.setPosition( mPositionLeft ); mTargetRight.setPosition( mPositionRight ); } //------------------------------------------------------------------------- // update solvers //------------------------------------------------------------------------- mIKLeft.solve(); mIKRight.solve(); //------------------------------------------------------------------------- // make ankle rotation conform to the ground //------------------------------------------------------------------------- if ( mTrackAnkles ) { LLVector4 dirLeft4 = mAnkleLeftJoint.getWorldMatrix().getFwdRow4(); LLVector4 dirRight4 = mAnkleRightJoint.getWorldMatrix().getFwdRow4(); LLVector3 dirLeft = vec4to3( dirLeft4 ); LLVector3 dirRight = vec4to3( dirRight4 ); LLVector3 up; LLVector3 dir; LLVector3 left; up = mNormalLeft; up.normVec(); if (mFlipFeet) { up *= -1.0f; } dir = dirLeft; dir.normVec(); left = up % dir; left.normVec(); dir = left % up; mRotationLeft = LLQuaternion( dir, left, up ); up = mNormalRight; up.normVec(); if (mFlipFeet) { up *= -1.0f; } dir = dirRight; dir.normVec(); left = up % dir; left.normVec(); dir = left % up; mRotationRight = LLQuaternion( dir, left, up ); } mAnkleLeftJoint.setWorldRotation( mRotationLeft ); mAnkleRightJoint.setWorldRotation( mRotationRight ); //------------------------------------------------------------------------- // propagate joint rotations to joint states //------------------------------------------------------------------------- mHipLeftState->setRotation( mHipLeftJoint.getRotation() ); mKneeLeftState->setRotation( mKneeLeftJoint.getRotation() ); mAnkleLeftState->setRotation( mAnkleLeftJoint.getRotation() ); mHipRightState->setRotation( mHipRightJoint.getRotation() ); mKneeRightState->setRotation( mKneeRightJoint.getRotation() ); mAnkleRightState->setRotation( mAnkleRightJoint.getRotation() ); //llinfos << "Stand drift amount " << (mCharacter->getCharacterPosition() - mLastGoodPosition).magVec() << llendl; // llinfos << "DEBUG: " << speed << " : " << mTrackAnkles << llendl; return TRUE; } // End